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KSP Interstellar Extended Support Thread


FreeThinker

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6 hours ago, FreeThinker said:

Yes, I have been considering this, as it kind of required if you want to luanch heavy gear. But it would yet be another part, and KSPI-E is already very part heavy ..

Perhaps it would be best just to provide some links to tank tread parts pack. Any suggestions?

I guess you play with RSS, in that case you either should launch into a higher elyptic orbit or use a relay sat or beam power station located on a sea vessel. (which look realy be cool btw)

Found easily ship part modpack.

But cant find mods for heavy duty gear.

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1 hour ago, mrgreco said:

LOL thats my power station, and i got power relaying all around the planet + i got huge solor planels all around the sun

 

 

Solar panels are not the most effective method when collecting solar energy close to the sun because the gray body solar panels collect a lot of unwanted heat, which reduce solar panel efficiency and difficult to get rid off. Rather you should use a solar collector, which is essentially a huge set of mirrors focusing all energy to a location where you want it to be hot, minimizing waste heat. This is why the Molten Salt Solar Collector was introduced.

Edited by FreeThinker
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9 minutes ago, mrgreco said:

its a power plant that prvides power all over kerban also in relay stats i have around the planet

Yes, the problem is that the QSR should not be activable on the surface of an atmospheric planet. It is a virtual black hole created using the pre-existing gravity of a planet. If you create one in atmosphere IRL, you'll practically destroy the planet in a few days.

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Any way to do the same with a laser transmitter in space? I can't seem to get much in KSPI to perform near to what people are showing in their pics. 

 

Ok got it working some of the time, mostly...woo woo.

Edited by Zorstorer
adding more
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Hi guys.
I started getting a exception when opening the ISRU window.

Here is what happens during load of scene:
[ERR 14:54:07.687] Module InterstellarRefineryController threw during OnStart: System.NullReferenceException: 
  at (wrapper managed-to-native) UnityEngine.Object:set_name (string)
  at FNPlugin.Refinery.InterstellarRefinery.OnStart (StartState state) [0x00000] in <filename unknown>:0 
  at FNPlugin.Refinery.InterstellarRefineryController.OnStart (StartState state) [0x00000] in <filename unknown>:0 
  at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 

And when i open the window i get: ( one per frame )
[EXC 15:05:15.309] NullReferenceException: Object reference not set to an instance of an object
    FNPlugin.Refinery.InterstellarRefinery.Window (Int32 window)
    UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID)
    UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)

Everything else seems to work, its been a while since i last used the ISRU so i don't know which update broke it.
Any ideas?

as for info:
Im playing with the full USI(pretty much all of roverdudes mods) and all NearFuture mods + Extraplanitary launchpads.

Edited by Lennartos
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It seems like some graphite radiators still are fine with 3600 Kelvins inside Earth atmosphere.

Maybe you should link radiator temperature with stock temperature?

Or close flow of wasteheat into radiator?

BTW you can turn on QSR if you use gravity hack and lower it all way to 0.

Also it seems that fusion reactors embrittlement speed doesn't depend on lithium level for thermal/neutron producing reactions.

 

 

Edited by raxo2222
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Spoiler
On 1/19/2017 at 0:55 PM, FreeThinker said:

Beamed Power

Image

Name

Technology

Cost

Mass

Receive / Transmit Diameter

can receive thermal can receive electric can receive data

Receive Wavelength

Transmit Power

@ 2.5m

Can Transmit Science

Can Link Up

 Can Relay

Transmit wavelength

Transmit Efficiency

Receive Efficiency

Role / Special

Special

ioRNmbs.jpg Microwave Transducer Large Electrics 2000 4 t 10m no no no n.a. 4 GW yes n.a. no

8.56 mm

 

maximum n.a.   Integrated Microwave Generator
  Inline Thermal Receiver Mk1 Large Electrics 2000                       n.a. maximum   Can power thermal engine  or generator
0TIkigY.jpg Multi Bandwidth  Dish Transceiver (Shielded) Advanced Solar Technology

5000

6 t

5m

      10 nm - 1m yes yes yes yes   n.a. high universal transceiver In flight bandwidth switching
UbP025l.png Phased Array Transiever Advanced Solar Technology   1 t 5 m   2 GW   1 - 10 mm 1 GW     no 8.56 mm n.a. 100%    
l5tgv5T.jpg Deployable Phased Array Transiever Advanced Photovoltaic Materials   2.5 t 25m   5 GW   1 - 10 mm 2.5 GW     yes 8.56 mm 90% 90%    
  Radial Phased Array 2             35 Ghz , 94 Ghz,                  
  Inline Thermal Electro Phased Array 2             35 Ghz , 94 Ghz,           90%      
  Sphere Thermal Electro Phased Array 2             35 Ghz , 94 Ghz,           90%      
  Radial Microwave Rectenna       5m                          
eEao7ZS.jpg Diode Infrared Laser Turret 1     0.5 m      

n.a.

750 nm - 1mm

   

no

 

85%

n.a. Early IR trasnmitter  with Build in Beam generator Integrated IR Beam generator
  Radial Thermal Voltalic Receiver 2     5 m       750 nm - 1mm no         n.a. 60%    
  Radial Photvaltalic Receiver 2     5m       10 nm -700 nm             60%    
  Radial Rectenna 2     5m      

1 mm - 1 m

750 nm - 1mm

10nm - 750

   

no

no

         
  Oversized Thermal Dish Receiver Aluminum 3     100m yes 1/3 thermal power yes 0.005% 400 nm - 1m microwave only DIRECT yes         Performs better in UV visible light wavelengths can receive in electric at 1/3 thermal power
  Oversized Thermal Dish Receiver Gold 3     100m yes 1/3 thermal power yes 0.005% 400 nm - 1m microwave only DIRECT yes         ss
jhv0cem.jpg

Microwave Infrared Rectenna

3     10m no yes  

750 nm - 1m

  no

no

no

    75%

 

 
FpXWVl1.png

Infrared Mirror

3     10m      

700 nm - 1mm

  no

no

yes

    95%

Can directly relay beamed power

can only relay
VwTROgd.jpg

UV Light Mirror

3     10m      

10 nm -700 nm

  no

no

yes

    90%

Can directly relay beamed power 

can only relay
 

Multi Bandwidth  Dish Transceiver (Medium)

Advanced Photovoltaic Materials

10000

8 t

10m  

 

yes

yes with 0.005% Configurable

10nm - 1m

yes

RELAY

yes

yes

  Depends on connected beam generator Depends on wavelength  universal transceiver In flight bandwidth switching
 

Multi Bandwidth Dish Transceiver (Large)

Microwave Power Transmission

40000

32 t

20m  

 

yes

 

1 mm - 1 m

750 nm - 1mm

10nm - 750

yes

RELAY

yes

yes

  Depends on connected beam generator Depends on wavelength universal transceiver In flight bandwidth switching

Beamed Power Absolution

Atmospheric absorption of beamed power in general follows the following graph

E4p29yy.jpg

 

Data Transmission

Besides beamed power transmission, some of the parts used for beamed power are also suitable for data transmission. For comparison the stock transmitter are included

Name Type Interval PacketSize Transmit Cost Standby Cost Dish Angle Transmit Distance Combinable
Communotron 16 DIRECT 0.6 2 12 EC     5.0e+5 True
HG-5 High Gain Antenna RELAY 0.35 2 18 EC 1.15 EC / s 90 5.0e+6 True
RA-2 Relay Antenna RELAY 0.35 1 24 EC     2.0e+9 True
RA-15 Relay Antenna RELAY 0.35 2 24 EC     1.5e+10 True
RA-100 Relay Antenna RELAY 0.35 4 24 EC 1.1 EC / s 0.025 1.0e+11 True
Communotron DTSM1 DIRECT 0.35 2 12 EC     2.0e+9 True
Communotron HG-55 DIRECT 0.15 3 20 EC     1.5e+10 True
Communotron 88-88 DIRECT 0.1   20 EC     1.0e+11 True
                 
Microwave Phased Array Transceiver RELAY 0.1 1 25 EC 2.5 EC /s 160 1.0e+7 True
Deployable Microwave Phased Array Relay Reciever RELAY 0.1 1 100 EC

10 EC /s

160

5.0e+7 True
Radial  Thermal Dish Receiver DIRECT 0.1 1 50 EC 5 EC /s 0.005 1.0e+12 True
Folding Thermal Dish Receiver Gold DIRECT 0.1 1 50 EC 5 EC /s 0.005 1.0e+12 True
Multi Bandwidth Rectenna Dish Transceiver (10m) RELAY 0.1 1 100 EC 10 EC /s 0.005 1.0e+13 True
Multi Bandwidth Rectenna Dish Transceiver (20m) RELAY 0.1 1 400 EC 40 EC /s 0.005 5.0e+13 True
Oversized Microwave Infrared Thermal Receiver DIRECT 0.1 1 800 EC 80 EC /s 0.005 1.0e+14 False

 

Mk1/Mk2 Thermal Receiver

The Mk1/Mk2 Thermal Receiver is the first beamed power receiver ( it has the advantage that it is compatible with any wavelength, a property of thermal receivers). It basically operates by absorbing the beamed energy and generate thermal heat. The thermal heat can then be used directly for propulsion or energy production when connected with a thermal electric generator. The Mk1/Mk2 Thermal Receiver optimal receival is 100% from the sides and 0% from the top or bottom. This blindspot can be a major problem when ascending because during a natural gravity turn, the bottom will point directly to KSC. Therefore placing a transmitter next to the KSC is the worst location for a transmitter when ascending.  there are basically 2 methods of combatting this. Either place a beamed power transmitter a few kilometer to the west  or use a transmitter on a ship east from KSC.  Putting the transmitter westward is the easiest and has to advantage of allowing you to park a transmitter at a high hill or mountain, which benefits from low atmospheric absorption. The disadvantage is that it requires a retrograde orbit. On the other hand using a ship vessel as transmitter has the advantage is that you can place vessels in a prograde orbit, requiring less propellant. Regarding the launch, the normal gravity turn is not the ideal ascend as it would reduce the time you are in range of your transmitter. Instead use a vertical launch and turn horizontal at 35000 m.  This will ensure the thermal receiver sides are exposed as long as possible to your transmitter. Next one in space, you are advice to use a thermal receiver dish, which functions as a slave, feeding the thermal receiver for power. The big advantage of a dish is that they can receive beamed power direct from the bottom of the vessel. You can do even better if you combine it with a power pivot from infernal robotics, aiming the dish at the surface transmitter.

The following picture might clarify what kind of ascend profile you have to use.

Laser_launch_hx_kare.png

fig4.png

I don't know why, but I keep coming back to KSPI to try to get a grip on it's mechanics, and fail every time.  The more I play with it the more it seems to be an exercise in radiator spamming.

I have a few questions about beamed power.

What is "moisture modifier" and how is it controlled?  Does it finally keep climbing until the transmitter no longer functions?

What is "Wall to beam power"?  It looks like some sort of power indicator, but how can we find out what it will be before building a rather expensive transmitter that doesn't work?  Is it just the MJ supply that keeps my transmitters from operating at their stated power level? Or is it that I need to spam yet more radiators to my beam craft?

Also I have noticed that  just using the "long infrared" wavelength setting I get a few different numbers for atmospheric and moisture absorption and efficiency.  Shouldn't the same wavelength have the same properties coming out of different producers?  I am comparing the Diode Laser Array and the Diode Infrared Beamed Power Laser both set to far infrared.

I have read where you stated that wavelength matters for the distance between transmitter and receiver....any way to find out that info?

Also I see sliders for some items like the super capacitor, but I don't really notice a difference between setting it fully to MJ or EC, it still stores both and discharges both for me.  Also on some of the fuel tanks they have sliders, don't really see a difference there either.

Anyway to get a KSPI lite?  Just a simple and straight forward parts pack? I don't need 10 different reactors or 18 different beamed power things.  Just enough to use the thermal engines and a simple beamed power grid. Sorry if it sounds like I am attacking you or the mod, I am surely not and it's not my intention, I just feel a bit frustrated by not understanding what makes the things in KSPI tick, other than spamming more radiators.

 

Anyway thanks for a fun and super frustrating mod that has parts on all my craft :wink:

 

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Apparently if you block all waste heat flow on ship you turn off this feature altogether:

This bug was here since forever.

Stock solid fuel and enriched uranium doesn't have such option,

BTW nuclear turbojet doesn't have intake according to part pic.

There is no such module like this in nuclear turbojet config:

    MODULE
    {
        name = AtmosphericIntake
        intakeTransformName = Intake
        area = 0.01
        intakeSpeed = 12
    }

 

Aaand another bug: according to kerbal engineer EM drive quantum plasma has huge mass.

Quantum Vacuum Plasma should be massless resource.

 

Edited by raxo2222
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On 5-4-2017 at 3:22 PM, Lennartos said:

Hi guys.
I started getting a exception when opening the ISRU window.

Here is what happens during load of scene:
[ERR 14:54:07.687] Module InterstellarRefineryController threw during OnStart: System.NullReferenceException: 
  at (wrapper managed-to-native) UnityEngine.Object:set_name (string)
  at FNPlugin.Refinery.InterstellarRefinery.OnStart (StartState state) [0x00000] in <filename unknown>:0 
  at FNPlugin.Refinery.InterstellarRefineryController.OnStart (StartState state) [0x00000] in <filename unknown>:0 
  at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 

And when i open the window i get: ( one per frame )
[EXC 15:05:15.309] NullReferenceException: Object reference not set to an instance of an object
    FNPlugin.Refinery.InterstellarRefinery.Window (Int32 window)
    UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID)
    UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)

Everything else seems to work, its been a while since i last used the ISRU so i don't know which update broke it.
Any ideas?

as for info:
Im playing with the full USI(pretty much all of roverdudes mods) and all NearFuture mods + Extraplanitary launchpads.

could you figure out at what version this bug was introduced?

Edit: forget it, I found the problem. Definition for LqdNeon was missing

 

Edited by FreeThinker
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guys how do i cunfigur this rad to take this much GW without scaling , what # or #'s do i change in the cunfig file, i have a cheap ass pc and need to limit parts, i dont want to scale coz it makes the vessle look horrable, so if anyone can help me out on this it would be great 

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Are the IR mirrors supposed to work or are they broken? I tried the same generator and relay designs in IR and visible light and visible light works fine, but the version IR mirrors instead of visible light mirrors it's just not working

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5 hours ago, mrgreco said:

guys how do i cunfigur this rad to take this much GW without scaling , what # or #'s do i change in the cunfig file, i have a cheap ass pc and need to limit parts, i dont want to scale coz it makes the vessle look horrable, so if anyone can help me out on this it would be great 

But, you have far more powerful radiators available. Use those. The stock radiator you chose is probably the less capable of them

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Version 1.12.19 for Kerbal Space Program 1.2.2

Released on 2017-04-08

  • Added 3 additional energy manager besides the Megajoules, for Thermal heat, Charged Particles, and Wasteheat
  • Added, identical parts like cryostats and radiators are grouped together, reducing the size of the management windows
  • Added resources LqdNeon and LqdKrypton to Cryostat storage
  • Balance: Reduce Boil-off Wrapper tanks and added Hydrolox fuel mode
  • Balance modified tech requirement of some containers
  • Fixed ISRU Refinery Window
  • Fixed D-T fusion ability to function correctly with on LqdDeuterium + tritium gas
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Suggestion: Given its complexity, I think this mod would benefit greatly from including a few example ships included. That way, new players would get an idea of how things are supposed to go to work well together.

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